e4s-game/gamedata/shaders/editor/shared/common.hlsli
2026-06-18 01:18:29 +03:00

65 lines
1.4 KiB
HLSL

#ifndef SHARED_COMMON_H
#define SHARED_COMMON_H
uniform float3x4 m_W;
uniform float3x4 m_V;
uniform float3x4 m_invV;
uniform float4x4 m_P;
uniform float3x4 m_WV;
uniform float4x4 m_VP;
uniform float4x4 m_WVP;
uniform float4 timers;
uniform float4 fog_plane;
uniform float4 fog_params; // x=near*(1/(far-near)), ?,?, w = -1/(far-near)
uniform float4 fog_color;
uniform float4 L_sky_color;
uniform float3 L_sun_color;
uniform float3 L_sun_dir_w;
uniform float3 L_sun_dir_e;
uniform float4 L_hemi_color;
uniform float4 L_ambient; // L_ambient.w = skynbox-lerp-factor
uniform float3 eye_position;
uniform float3 eye_direction;
uniform float3 eye_normal;
uniform float4 dt_params;
float3 unpack_normal(float3 v)
{
return 2 * v - 1;
}
float3 unpack_bx2(float3 v)
{
return 2 * v - 1;
}
float3 unpack_bx4(float3 v)
{
return 4 * v - 2;
}
float2 unpack_tc_base(float2 tc, float du, float dv)
{
return (tc.xy + float2(du, dv)) * (32.f / 32768.f);
}
float2 unpack_tc_lmap(float2 tc)
{
return tc * (1.f / 32768.f);
} // [-1 .. +1 ]
float calc_cyclic(float x)
{
float phase = 1 / (2 * 3.141592653589f);
float sqrt2 = 1.4142136f;
float sqrt2m2 = 2.8284271f;
float f = sqrt2m2 * frac(x) - sqrt2; // [-sqrt2 .. +sqrt2]
return f * f - 1.f; // [-1 .. +1]
}
float2 calc_xz_wave(float2 dir2D, float frac)
{
// Beizer
float2 ctrl_A = float2(0.f, 0.f);
float2 ctrl_B = float2(dir2D.x, dir2D.y);
return lerp(ctrl_A, ctrl_B, frac);
}
#endif